Trade goods
| Trade good | Amount | Trade good | Amount | Trade good | Amount | Trade good | Amount | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Gemstones | 3 | Horses | 3 | Dates | 2 | Copper | 1 | ||||
| Cotton | 1 |
See the trade goods reference for what each is worth and what it unlocks.
Units raised here
Whoever holds Garamantia can raise these 3 units here. A faction with one of them on its own roster raises it that way instead.
Libyan area of recruitment (3 units)
| Unit | Requires | |
|---|---|---|
| Libyan Light Infantry | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Libyan Skirmishers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Libyan Slingers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built |
Resources and character
| People | Fertility | 3 / 14 | Terrain | Desert | Climate | Arid | |
| Water source | Aquifer | Mine deposits | Copper (quantity 1) |
Which recruitment zones and homelands this region counts as (2)
What this region counts as for recruitment, homelands and building.
| Recruitment zones | Libyan | Cultural homeland | Garamantian |

